paysages3d/src/render/software/NightSky.cpp

106 lines
3.2 KiB
C++

#include "NightSky.h"
#include "Color.h"
#include "Vector3.h"
#include "Geometry.h"
#include "SoftwareRenderer.h"
#include "Scenery.h"
#include "AtmosphereDefinition.h"
#include "SurfaceMaterial.h"
#include "LightComponent.h"
#include "LightStatus.h"
#define WORLD_SCALING 0.05
#define MOON_DISTANCE 384403.0
#define MOON_DISTANCE_SCALED (MOON_DISTANCE / WORLD_SCALING)
#define MOON_RADIUS 1737.4
#define MOON_RADIUS_SCALED (MOON_RADIUS / WORLD_SCALING)
NightSky::NightSky(SoftwareRenderer* renderer):
renderer(renderer)
{
}
NightSky::~NightSky()
{
}
void NightSky::update()
{
}
const Color NightSky::getColor(double altitude, const Vector3 &direction)
{
AtmosphereDefinition* atmosphere = renderer->getScenery()->getAtmosphere();
Color result(0.01, 0.012, 0.03);
Vector3 location(0.0, altitude, 0.0);
// Get stars
for (const auto &star: atmosphere->stars)
{
if (star.location.dotProduct(direction) >= 0)
{
double radius = star.radius;
Vector3 hit1, hit2;
int hits = Geometry::rayIntersectSphere(location, direction, star.location, radius, &hit1, &hit2);
if (hits > 1)
{
double dist = hit2.sub(hit1).getNorm() / radius; // distance between intersection points (relative to radius)
Color color = star.col;
if (dist <= 0.5)
{
color.a *= 1.0 - dist / 0.5;
}
result.mask(color);
}
}
}
// Get moon
VectorSpherical moon_location_s = {MOON_DISTANCE_SCALED, atmosphere->moon_theta, -atmosphere->moon_phi};
Vector3 moon_position(moon_location_s);
Vector3 moon_direction = moon_position.normalize();
if (moon_direction.dotProduct(direction) >= 0)
{
double moon_radius = MOON_RADIUS_SCALED * 5.0 * atmosphere->moon_radius;
Vector3 hit1, hit2;
int hits = Geometry::rayIntersectSphere(location, direction, moon_position, moon_radius, &hit1, &hit2);
if (hits > 1)
{
double dist = hit2.sub(hit1).getNorm() / moon_radius; // distance between intersection points (relative to radius)
Vector3 nearest = (hit1.sub(location).getNorm() > hit2.sub(location).getNorm()) ? hit2 : hit1;
SurfaceMaterial moon_material(Color(3.0, 3.0, 3.0, 1.0));
moon_material.validate();
Color moon_color = renderer->applyLightingToSurface(nearest, nearest.sub(moon_position).normalize(), moon_material);
if (dist <= 0.05)
{
moon_color.a *= 1.0 - dist / 0.05;
}
result.mask(moon_color);
}
}
return result;
}
void NightSky::fillLightingStatus(LightStatus *status, const Vector3 &, int)
{
LightComponent moon;
AtmosphereDefinition* atmosphere = renderer->getScenery()->getAtmosphere();
VectorSpherical moon_location_s = {MOON_DISTANCE_SCALED, atmosphere->moon_theta, -atmosphere->moon_phi};
moon.color = Color(0.03, 0.03, 0.03); // TODO take moon phase into account
moon.direction = Vector3(moon_location_s).normalize().scale(-1.0);
moon.reflection = 0.2;
moon.altered = 1;
status->pushComponent(moon);
}